USH'S MATRIX GAME 2006 SECOND ASSIGNMENT- 'The Monastery'

Started by Johns Mannequin105 pages

Helios will fire at the agent.

Balder, make sure you swap out LA for something. Probably ST.

Mors shoots at a SWAT coming in beside Agent B.

Originally posted by Lana
(and I feel I must add that if it's at all possible to kick the Agent off the balcony, I'm going to want to try it)

I wouldn't do that. If you kick him over the balcony, he lands in the Rock Garden, where there are already 5 agents.

And I'm just going to listen to BB and swap out LA for ST.

Melis will smash down a SWAT with her spear.

Tap ST for defense, then swap it for DM.

Originally posted by RocasAtoll
I wouldn't do that. If you kick him over the balcony, he lands in the Rock Garden, where there are already 5 agents.

And I'm just going to listen to BB and swap out LA for ST.

Yeah, I know...it's just something I'd like to do.

Probably wouldn't be possible without dragging out the fight longer than necessary anyway. I'd just like to try it at some point.

If you give me that Agent...oh...everyone in the Rock Gardens (who survives) will get you later.

Sirin will move for heavier cover as well.

I'll keep ready to get through the door from the moment there is a bit of room. (no point in wasting my turn by changing weapons)

Berserker will follow Klez

Ok...
We can get three people through the door this turn...
So Since Mors And Melis are already attacking. And I'm gonna attack the Agent with the shotgun... (I Do get a close range bonus with Mr. Shotty remember...)
That means Heph, Mirage and Hawk go through the door now,
Because I Don't believe the agent is blocking it, he's just in our midst...

You're just standing there then, Fire?

-Tap Healing Chi
-Eagle Eye on the Agent.

Yes Brit. I can waste a turn changing weapons which won't do me much good. I can ofcourse attack the agent as well. But if it attacks me instead of San the plan of the throw won't work anymore so.

If anyone has something useful for me to do, I'll be glad to here it but I doubt it

Although it probably won't work - I'm going to attempt to follow Dallas

Azrael will tap Straight Shooter and shoot at the Agent, then switch it out for HT.

Another six from you guys for initiative, and a good time for it too!

Klez throws himself behind a big ornamental fountain this turn as the Osprey closes in. Dallas has gone for similar cover where he is, but this means he cannot get ahead of the Agent.

Ares looses off some fire at the door-blocking Agent; his four successes causes it to lose another three pool this turn.

Balder has found a small stone statue to perch behind; not much cover but better than nothing. His double load of fire at the Agent effectively precludes it from acting this turn, after four Bullet Swerves. Extra fire is wasted.

San moves into attack that Agent. Of course, as he is in the doorway, she is now blocking everyone's shots at him.

San, on thirteen dice, rolls five, three and three successes, for eleven damage. Immediately her blurring knives make a mess of his suit, the moment he finishes swerving.

Mors actively misses!

Berserker, your instructions are unclear; it seems like you want to go backwards? I am making that a 'no action' from you.

Burn... well, yes you would had you not ended up in a melee combat (with that Agent) with a weapon too big to be used in melee combat. The Agent grabs your gun arm and forces it to one side.

Barbarossa fires at Agent C. Two successes makes it lose one pool.

Hawk and Mirage have been agitating to go through the door for a while, so through they go. I don't have anything similar with Heph though.

Bad guys...

The Osprey liberally sprays the outside area. An eight dice gun attack, base damage three, on all there. Incidnetally, Berserker is due four damage back due to two attacks where I forgot Walking Willow, so he comes out this turn the same as he went in!

Cloud, that Osprey certainly gets a good run on you, as you try and catch up with Dallas!

Klez and Sirin, your cover is blown apart but you are fine. Marduk taps King on the Water as he runs forwards and is kept safe.

That Osprey goes past; a second moves into position this turn and will fire on the next!

Cloud, you also get somewhat SWATed this turn. And then, Agent C steps in front of you, grinning. Agent A goes for Dallas.

Sirin is the one who has not moved enough on the chase... Agent E has rounded your (demolished) cover and smiles... gun levelled at you.

In the corridor....

Agent F jabs his other arm into Burn; three damage. B fires at Melis for no effect; annoyed, he drops his gun.

Heph and Mors are shot at, but not that much as there is little space for people to get shots at them.

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MONASTERY BATTLE: Turn 11

Rock garden

Berserker 11 (9/36) (Step 2, far side) ST SS BS AL IB HT CF SE WW NO DM LA
Knives

Barbarossa 11 (10/6/19) (Step 2, far side) DM CF SP JE PM ST BS HL HC IB EE BT
Twinned Swords
Knives
Desert Eagle (1/5)

Cloud 11 (8/28) (Step 3, far side) CF ST LA SS HL HT VG JE SP PM PW HC
Sword
Twinned Swords

Dallas 9 (Step 3, far side): 8

Klez 11 (4/9/13) (Step 2) KW HL BB CC EE LR BT
Machine Pistols x2 (2/3) (3/3)

Melkor 9 (5/6/29) (Step 1, far side) DM ST SS HT DiM HL CC LR BT EE
H&K (5/1)

Sirin 11 (6/5/5) (Step 1, Far Side) CF DM ST LA HL HT DiM VG BB CC EE
Light Machine Pistol x4 (1/3/3/3)

Marduk 10 (Step 2): 8

SWAT x10 (Top, far side): 0

SWAT x6 (Step 5): 0

Agent A (Step 4, near side): 0

Agent C (Step 3): 0

Agent D (Step 5): 0

Agent E (Step 1, far side): 0

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N/S Corridor

Hephaestus 9 (8/8) (South) PW CF ST SE AL WW SC NO HL DiM VG HT

Mors 11 (8/4/7) (South) CF KW DM ST LA SS BS HC HT JE SP PM
Katana
Sais
Glock 19 (1)

Melis 11 (11/22) (South) CF DM ST LA SS BS SE HC HL HT VG LB
Spear

Burn 11 (10/10) (South) HL KW CC EE LR 10B StS
Shotgun* (8/1)
Ingrams (2/7)

SWAT x3 (North): 0

SWAT x5 (South, north of you guys): 0
Agent F (South, north of you guys): 0

Agent B (South, in the midst of you guys): 0
SWAT x1 (South, in the midst of you guys): 0

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Balcony

Ares 11 (10/4) (Main room) PW HL CC EE LR BT 10B
MAC 10 (1/11)

Balder 11 (6/6/18) (Main room) DM CF SS LA ST DF BB LR EE SS
2x Beretta 93R (2/8) (2/8)
Nunchuks

Fire 10 (7/6/3) (Main room) DM ST LA BS HC AL HL SS JE HT PW SE CC
Silver Katana*
Ingrams (5)
H&K (5)

Azrael 11 (9/7/4) (Main room) CF KW LA ST HL HT DiM HC AL WW BB StS
4 Light Machine Pistols (3/3/3/3)
4 Light Pistols (6/6/6/6)

Helios 11 (6/5/12) (Main room) ST KW BS HC VG HL HT LR BT SS SE
Glock 19s x2 (1/6) (2/6)

San 11 (11/2) (Main room) PW CF ST BS HC AL NO SC WW HL VG IB
Knives

Hawk 11 (6/5/12) (South) CF ST BS SE HC JE SP PM BB CC LR
Twinned Swords
Sword*

Mirage 11 (South) (9/7/0) PW CF ST SS HC HL HT JE SP PM CC LR
Sais
Machine Pistol (3/10)

Agent G (Main room): 13

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Card- 6H

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Hmm. I did try and help you guys last turn.

"It's WAY too slow, all trying to crowd through that door."

Is what I said, and it is even more true now. No wonder Fire has no viable action; you guys are still using the same failed strategy even after it is clear it is failed. The Operators have both told you that you must keep moving but your plan involves the majority of the team standing still, and creating bottleneck after bottleneck which is making it piss easy for the bad guys to block you! I mean, what is that crowd in the balcony room going to do now? It will take as long to get them out as to get them in...

Oh sorry Ush Berserker was going to follow Klez into cover to try and stay together

Klez is behind you, was my issue there, so you would have to run back to where he was.

Oh then yeah that is what I'll do better to be next to someone with gun then out in the middle by yourself with only knives

Hmmmm.

Any other way out of the balcony room?

And would kicking the Agent though the door allow some people to get through?

Is there away to go through the walls? Kinda like what Morpheus did in the first movie with the 'wet wall'. Those oriental walls never seem to solid IMO.

Btw in Turn 10 I'll swap my Katana for my H&K. Still thinking about what to do turn 11.